Summary
In this chapter, we checked some of the basic operations of vectors and matrices, plus the GLM functions used to get the results. Using GLM makes all the operations available for us, without having to implement each of them manually. This overview should also have given you some insights into how these data types are used in later chapters.
In addition to the basic operations, we also added a free view within the scene and, eventually, a free-moving camera object. The camera will become handy in the later chapters, as it enables us to get a perfect view of the character models on changes in the skinning method, animation details, or the results of the inverse kinematics.
In the next chapter, a couple more GLM operations are introduced, as we look at quaternions and spline curves. While quaternions help us to overcome some limitations of geometrical operations, splines will enable us to generate smooth curved lines out of a group of four points, without having to specify...